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Destiny 2

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Edited by Dari: 12/29/2017 1:31:40 AM
26

Nerf to Hunters with Orpheus Rig, after Master Reworked weapons?

So I'm not here to troll, or be trolled. I'm posting about something that I think is legitimately an issue right now. Hunters are silently getting nerfed more and more, while Warlocks and Titans aren't being balanced enough. This is slightly (and the focus of this post) evident with the changes made to the Orpheus Rig exotic boots, with the release of the Dawning update, and master rework weapons. For specific example, I once was able to do the Titan Rig Public Event with the two Hive Sorcerers and never ending flood of mobs, with an almost never-ending Super ability. The Orpheus Rig boots, in conjunction with the top tree in the Void-Shot build, allowed the super to infinitely charge itself in this room. My gripe, isn't so much that it's not working, but it feels like it's function has been DRASTICALLY reduced. Instead of almost instantly recharging my super, I now have to wait a lot longer for it to return based on the Rig boots special functionality. I was once told that it was now a total tether of 10-12 enemies, being changed from something like 6-8, and the change is noticeable. I understand that Bungie needed to balance out the release of the Master-Rework weapons, but this is almost unacceptable. Generating one orb of light, on multikills, which feel like at the end of it all, is only a negligible 5% to 8% of my total super ability bar, isn't compounded with the supposed tether and multi-tether regeneration factor of the Orpheus Rig boots, and effectively, make the build I am running, useless now. What gives, Bungie? Why change things that are more geared towards PvE heroes (such as myself), to the point where something we relied on, to make us shine, in an already dwindling "light" is taken from us? You have enough issues with the Eververse as it stands.. Now you want to pull this as well? Leave things that "work", alone please.

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  • Edited by AxelOfTheLight: 1/2/2018 7:22:27 PM
    I've noticed the same thing and I used the rig enough to have a specific example to back up your statement. The fallen walker event, when you make it heroic it drops two yellow captains and a slew of vandals and dregs from the fallen drop ships every time they fly in to reinforce their troops. Before the dawning I could tether right below where they would drop and instantly get my super back from them to be ready for the next group without fail. [b][u]NOW[/u][/b] tethering that same group only yields 3/4 of my super bar, leaving me to rely on randoms to make orbs for me in order to be ready for the next batch of enemies. So basically from a numerical standpoint they have nerfed the ability energy returned per enemy tethered by 1/4. That is [b][i][u]not[/u][/i][/b] okay. It's as you said, they at least need to have the decency to tell us "Hey, we noticed this was too much fun. Have a nerf!" By the way, for those who can't math this means it went from 8 tethered enemies for a full super charge to 11 since 8 divided by 0.75 is 10.666666 repeating.

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